test-client-godot/scenes/Game/Terrain/Terrain.tscn

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[gd_scene load_steps=10 format=2]
[ext_resource path="res://assets/Game/Brick08/Bricks08_col.jpg" type="Texture" id=1]
[ext_resource path="res://assets/Game/Brick08/Bricks08_AO.jpg" type="Texture" id=2]
[ext_resource path="res://assets/Game/Brick08/Bricks08_disp.jpg" type="Texture" id=3]
[ext_resource path="res://assets/Game/Brick08/Bricks08_nrm.jpg" type="Texture" id=4]
[ext_resource path="res://assets/Game/Brick08/Bricks08_rgh.jpg" type="Texture" id=5]
[sub_resource type="PlaneMesh" id=1]
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector2( 2, 2 )
subdivide_width = 0
subdivide_depth = 0
[sub_resource type="SpatialMaterial" id=2]
render_priority = 1
flags_transparent = false
flags_unshaded = false
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 0
params_blend_mode = 0
params_cull_mode = 0
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_grow = false
params_use_alpha_scissor = false
albedo_color = Color( 1, 1, 1, 1 )
albedo_texture = ExtResource( 1 )
metallic = 0.0
metallic_specular = 0.0
metallic_texture_channel = 0
roughness = 1.0
roughness_texture = ExtResource( 5 )
roughness_texture_channel = 3
emission_enabled = false
normal_enabled = true
normal_scale = 1.0
normal_texture = ExtResource( 4 )
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = true
ao_light_affect = 0.0
ao_texture = ExtResource( 2 )
ao_on_uv2 = false
ao_texture_channel = 0
depth_enabled = true
depth_scale = 0.05
depth_deep_parallax = true
depth_min_layers = 8
depth_max_layers = 32
depth_texture = ExtResource( 3 )
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 2, 2, 2 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Ambient Occlusion", "Anisotropy", "Clearcoat", "Depth", "Detail", "Distance Fade", "Emission", "Flags", "Metallic", "NormalMap", "Parameters", "Proximity Fade", "Refraction", "Roughness", "Subsurf Scatter", "Transmission", "UV1", "UV2", "Vertex Color" ]
[sub_resource type="ConvexPolygonShape" id=3]
points = PoolVector3Array( 1, 0, 1, -1, 0, 1, 1, 0, -1, -1, 0, -1 )
[sub_resource type="SpatialMaterial" id=4]
render_priority = 0
flags_transparent = true
flags_unshaded = false
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 0
params_blend_mode = 0
params_cull_mode = 0
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_grow = false
params_use_alpha_scissor = false
albedo_color = Color( 1, 1, 1, 0 )
metallic = 0.0
metallic_specular = 0.5
metallic_texture_channel = 0
roughness = 0.0
roughness_texture_channel = 0
emission_enabled = false
normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Flags" ]
[node name="Terrain" type="Spatial"]
[node name="Floor" type="StaticBody" parent="." index="0"]
editor/display_folded = true
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
friction = 1.0
bounce = 0.0
constant_linear_velocity = Vector3( 0, 0, 0 )
constant_angular_velocity = Vector3( 0, 0, 0 )
[node name="MeshInstance" type="MeshInstance" parent="Floor" index="0"]
transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 1 )
skeleton = NodePath("..")
material/0 = SubResource( 2 )
_sections_unfolded = [ "Geometry", "Transform", "material" ]
[node name="CollisionShape" type="CollisionShape" parent="Floor" index="1"]
transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
shape = SubResource( 3 )
disabled = false
[node name="Ceilling" type="StaticBody" parent="." index="1"]
editor/display_folded = true
transform = Transform( 1, 0, 0, 0, -0.984809, -0.173641, 0, 0.173641, -0.984809, 0, 20, 0 )
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
friction = 1.0
bounce = 0.0
constant_linear_velocity = Vector3( 0, 0, 0 )
constant_angular_velocity = Vector3( 0, 0, 0 )
_sections_unfolded = [ "Transform" ]
[node name="MeshInstance" type="MeshInstance" parent="Ceilling" index="0"]
transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 1 )
skeleton = NodePath("..")
material/0 = SubResource( 4 )
_sections_unfolded = [ "Transform", "material" ]
[node name="CollisionShape" type="CollisionShape" parent="Ceilling" index="1"]
transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
shape = SubResource( 3 )
disabled = false
[node name="Wall1" type="StaticBody" parent="." index="2"]
editor/display_folded = true
transform = Transform( -4.37114e-008, 1, 0, -1, -4.37114e-008, 0, 0, 0, 1, -10, 10, 0 )
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
friction = 1.0
bounce = 0.0
constant_linear_velocity = Vector3( 0, 0, 0 )
constant_angular_velocity = Vector3( 0, 0, 0 )
_sections_unfolded = [ "Transform" ]
[node name="MeshInstance" type="MeshInstance" parent="Wall1" index="0"]
transform = Transform( -4.37114e-007, 0, -10, 0, 10, 0, 10, 0, -4.37114e-007, 0, 0, 0 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 1 )
skeleton = NodePath("..")
material/0 = SubResource( 2 )
_sections_unfolded = [ "Transform", "material" ]
[node name="CollisionShape" type="CollisionShape" parent="Wall1" index="1"]
transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
shape = SubResource( 3 )
disabled = false
_sections_unfolded = [ "Transform" ]
[node name="Wall2" type="StaticBody" parent="." index="3"]
editor/display_folded = true
transform = Transform( -4.37114e-008, -1, 0, 1, -4.37114e-008, 0, 0, 0, 1, 10, 10, 0 )
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
friction = 1.0
bounce = 0.0
constant_linear_velocity = Vector3( 0, 0, 0 )
constant_angular_velocity = Vector3( 0, 0, 0 )
_sections_unfolded = [ "Transform" ]
[node name="MeshInstance" type="MeshInstance" parent="Wall2" index="0"]
transform = Transform( -4.37114e-007, 0, 10, 0, 10, 0, -10, 0, -4.37114e-007, 0, 0, 0 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 1 )
skeleton = NodePath("..")
material/0 = SubResource( 2 )
_sections_unfolded = [ "Transform", "material" ]
[node name="CollisionShape" type="CollisionShape" parent="Wall2" index="1"]
transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
shape = SubResource( 3 )
disabled = false
[node name="Wall3" type="StaticBody" parent="." index="4"]
editor/display_folded = true
transform = Transform( 1.91069e-015, 4.37114e-008, 1, 1, -4.37114e-008, 0, 4.37114e-008, 1, -4.37114e-008, 0, 10, -10 )
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
friction = 1.0
bounce = 0.0
constant_linear_velocity = Vector3( 0, 0, 0 )
constant_angular_velocity = Vector3( 0, 0, 0 )
_sections_unfolded = [ "Transform" ]
[node name="MeshInstance" type="MeshInstance" parent="Wall3" index="0"]
transform = Transform( -4.37114e-007, 0, 10, 0, 10, 0, -10, 0, -4.37114e-007, 0, 0, 0 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 1 )
skeleton = NodePath("..")
material/0 = SubResource( 2 )
_sections_unfolded = [ "Transform", "material" ]
[node name="CollisionShape" type="CollisionShape" parent="Wall3" index="1"]
transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
shape = SubResource( 3 )
disabled = false
[node name="Wall4" type="StaticBody" parent="." index="5"]
editor/display_folded = true
transform = Transform( 1.91069e-015, 4.37114e-008, -1, 1, -4.37114e-008, 0, -4.37114e-008, -1, -4.37114e-008, 0, 10, 10 )
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
friction = 1.0
bounce = 0.0
constant_linear_velocity = Vector3( 0, 0, 0 )
constant_angular_velocity = Vector3( 0, 0, 0 )
_sections_unfolded = [ "Transform" ]
[node name="MeshInstance" type="MeshInstance" parent="Wall4" index="0"]
transform = Transform( -4.37114e-007, 0, 10, 0, 10, 0, -10, 0, -4.37114e-007, 0, 0, 0 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 1 )
skeleton = NodePath("..")
material/0 = SubResource( 2 )
_sections_unfolded = [ "Transform", "material" ]
[node name="CollisionShape" type="CollisionShape" parent="Wall4" index="1"]
transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
shape = SubResource( 3 )
disabled = false